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256TB SSD from Samsung

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Re: 256TB SSD from Samsung

#131
post #70

Earlier quoted context omitted.

I laughed today when it was announced Buldar's Gate 3 is 120GB

Even with all these advancements, 120GB for a game is still and always will be a lot!

Having many very high resolution textures adds up. I’m sure we’ll see it rise, especially in the age of generated textures and materials.

Re: 256TB SSD from Samsung

#132

Earlier quoted context omitted.

I've actually found my videos are not increasing as rapidly as I would expect. I've been reencoding in x265 and the file size difference is shocking. Right now I'm not ditching the existing original files but I may do that at some point, or just offload to a cloud service like Glacier

I’m right up next to a limit on live (easily-accessible, always visible in photo apps) cloud storage, with years of family photos and video taking about 95% of that. I definitely don’t want to delete any of it, so I have been just hoping for bigger storage to be offered soon, but… I hadn’t considered that re-encoding could be an option. I take standalone snapshots of everything every few months so if re-encoding woul…

I use a shell script with ffmpeg. I encourage you to check out what works best for you but honestly the quality is pretty stellar with just a really simple one like

    mkdir -p reencoded

    ffmpeg -i input_filename.mp4 -c:v libx265 -crf 26 -preset fast -c:a aac -b:a 128k reencoded/output_filename.mp4
That's a fast single-pass constant quality encode - a two-pass encode would be better quality for the size but I find that very acceptable. It knocks down what would be a ~2gb file all the way to between 800mb - 1200mb with very reasonable quality, sometimes even more - I've seen a 5gb file become a 400mb file (!!). You can experiment with the -crf 26 parameter to get the quality/size tradeoff you like. I run that over every video in the directory as a cron job basically.

Re: 256TB SSD from Samsung

#134
post #70

Earlier quoted context omitted.

Even with all these advancements, 120GB for a game is still and always will be a lot!

Having many very high resolution textures adds up. I’m sure we’ll see it rise, especially in the age of generated textures and materials.

>I’m sure we’ll see it rise, especially in the age of generated textures and materials.

if generative AIs get good enough then I suppose at some point the data transmitted for games and media could be significantly less than now -- you'd 'just' need to transmit the data required for the prompt to generate something within some bounded tolerance.

Imagine a game shipping no textures, generating what was needed on the fly and in real time to fulfill some shipped set of priorities/prompts/flavors.

we're not there yet but it seems like on-the-fly squashing of concepts into 'AI language' is going to be a trend in lossy compression at some point.

Re: 256TB SSD from Samsung

#135

Earlier quoted context omitted.

someday those 60GB bluray rips I see on trackers might be viable for a local media server.

its wild because the 4gb h265 ones are great I have 4k screens and an okay sound system, who are these whatever-philes that think these 60gb rips change the experience meaningfully like, how many audio tracks you need and the other 50gb so you can stare at black pixels and say “wow these blacks are so impressive”

How far away are you sitting from your TV, and how big is it?

Re: 256TB SSD from Samsung

#136
post #114

Earlier quoted context omitted.

• 4-bit per cell = QLC ······ 1'000 write cycles per cell • 3-bit per cell = TLC ······· 3'000 write cycles per cell • 2-bit per cell = MLC ····· 10'000 write cycles per cell • 2-bit per cell = eMLC ··· 30'000 write cycles per cell • 1-bit per cell = SLC ··· 100'000 write cycles per cell The above degradation cycles are optimist. Looks like the SSD technology is not evolving, but counter-evolving in terms of data int…

> Looks like the SSD technology is not evolving, but counter-evolving in terms of data integrity; there are neither MLC, eMLC nor SLC disk nowadays (seven years ago widely available). Some of this is from more advanced SSD controllers with more robust error correction, enabling drives to get better uncorrectable bit error rates out of flash with a higher raw bit error rate. But most of this is because SLC and MLC sim…

I think they crossed the limit of sacrifice that is understandable given the endurance of the materials currently used in NAND.

Cell modes are done by charging a cell to a level on write, and measuring the voltage on read. The more bits per cell, the more voltage divisions, and the sooner these voltages divisions turns unreadable, while the material degrades. Technically is on the manufacturer's firmware to decide what cell mode is going to use the NAND, assuming the hardware allows it (ADC/DAC, etc).

But even if the data is not changing very often, the controller of the disk needs to do internal writes for to refresh the cell, or even change the data of cell, in order to avoid data loss.

So IMHO, they are not giving more capacity, due that capacity is going to be consumed for to try to keep alive the data. If one fills the QLC disk of the article for long term storage, bad things will happen, as I understand it.

May be should be the user who decide what bit mode must use the disk.

But what is happening, I think, is along years they are stretching like chewing gum the NAND incrementing the bits by cell, hopping the people adopt the reduced endurance as a normality at prices of data-stored, not of NAND chips-used, at time they limit their chips production.

Re: 256TB SSD from Samsung

#137
post #136

Earlier quoted context omitted.

> Looks like the SSD technology is not evolving, but counter-evolving in terms of data integrity; there are neither MLC, eMLC nor SLC disk nowadays (seven years ago widely available). Some of this is from more advanced SSD controllers with more robust error correction, enabling drives to get better uncorrectable bit error rates out of flash with a higher raw bit error rate. But most of this is because SLC and MLC sim…

I think they crossed the limit of sacrifice that is understandable given the endurance of the materials currently used in NAND. Cell modes are done by charging a cell to a level on write, and measuring the voltage on read. The more bits per cell, the more voltage divisions, and the sooner these voltages divisions turns unreadable, while the material degrades. Technically is on the manufacturer's firmware to decide wh…

> So IMHO, they are not giving more capacity, due that capacity is going to be consumed for to try to keep alive the data. If one fills the QLC disk of the article for long term storage, bad things will happen, as I understand it.

Your opinion aside, QLC drives really do offer more capacity for your dollar, and the extra write cycles necessary to stave off data degradation do not render the drives useless. You absolutely can fill a QLC drive and leave the data on there. You may need to perform scrubs a bit more often than you would for an equivalent TLC drive if you're not writing enough new data to keep things fresh, but that's hardly a showstopper.

> But what is happening, I think, is along years they are stretching like chewing gum the NAND incrementing the bits by cell, hopping the people adopt the reduced endurance as a normality at prices of data-stored, not of NAND chips-used

People have been predicting a catastrophe of low write endurance for many years, and it keeps not happening. There's some plausibility to the notion that consumers may end up getting screwed over by cheap drives that cannot hold up under reasonable usage, but consumer QLC drives have now been on the market for five years: the time limit on those drive warranties is now expiring, with no sign of an epidemic of premature drive failures. And in the enterprise SSD space, it is foolhardy to presume the big customers that would consider buying 256TB SSDs do not understand their workloads and endurance requirements well enough to correctly determine whether QLC is suitable for their needs.

Re: 256TB SSD from Samsung

#138
post #50
post #25

Earlier quoted context omitted.

While I agree, it's been hard filling up the 2TB drive in my laptop. My home server has a couple dozen terabytes (on spinning metal) and, with current fill rate, it's predicted it'll need an increase in space only after two of the drives reach retirement according to SMART. It hosts multiple development VMs and stores backups for all computers in the house. Another aspect is that the total write lifetime is a multipl…

Blu-rays can take up 25gb each, so just a decent collection of those could easily consume most of one of these drives. If you want to do basic model tuning in stable diffusion, each model variation can take 7gb. This level of storage would mean you could almost setup a versioning system for those. And finally, any work with uncompressed data, which can just be easier in general, could benefit from it.

256TB is 10,000 25GB BD movies.

Even with brand new 25TB 3.5" drives, it's 10 of them, each holding 1,000 movies, for a total of 20,000 hours of entertainment or, roughly, 2 years of uninterrupted watching.

That's a lot.

Re: 256TB SSD from Samsung

#139
post #59

Earlier quoted context omitted.

I think with the rise of streaming and cloud storage, the need for large storage devices on a personal level is really declining for most people.

I think with the pricing of cloud storage and photo, video and assets taking more and more space, the opposite is true. For example apple requires larger storage to even use prores: https://support.apple.com/en-us/HT212832 Or Baldur's gate 3 takes 123GB of storage for the install.

Well, you wouldn't normally try to put a 123GB game on Google drive.

Re: 256TB SSD from Samsung

#140
post #134

Earlier quoted context omitted.

Having many very high resolution textures adds up. I’m sure we’ll see it rise, especially in the age of generated textures and materials.

>I’m sure we’ll see it rise, especially in the age of generated textures and materials. if generative AIs get good enough then I suppose at some point the data transmitted for games and media could be significantly less than now -- you'd 'just' need to transmit the data required for the prompt to generate something within some bounded tolerance. Imagine a game shipping no textures, generating what was needed on the f…

There are actually a lot of procedural games out there, I think No Man's Sky uses some of those techniques, but they definitely have been around since the 80s. The thing now is that the fidelity can be much higher, for sure.
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